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Screen-based media, such as touch-screens, navigation systems and virtual reality applications merge images and operations. They turn viewing first and foremost into using and reflect the turn towards an active role of the image in guiding a user's action and perception. From professional environments to everyday life multiple configurations of screens organise working routines, structure interaction, and situate users in space both within and beyond the boundaries of the screen. This volume examines the linking of screen, space, and operation in fields such as remote navigation, architecture, medicine, interface design, and film production asking how the interaction with and through screens structures their users' action and perception.
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"Experimental game designer Pippin Barr explores the "stuff" videogames are made of by offering a conceptual discussion of the fundamentals of game design grounded in eight case studies of his own games"--
Video games --- Design. --- Design --- GAMES & ACTIVITIES / Video & Mobile --- DESIGN / History & Criticism --- ART / Digital
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Since the very first days of cinema, audiences have marveled at the special effects imagery presented on movie screens. While long relegated to the margins of film studies, special effects have recently become the object of a burgeoning field of scholarship. With the emergence of a digital cinema, and the development of computerized visual effects, film theorists and historians have been reconsidering the traditional accounts of cinematic representation, recognising the important role of special effects. Understood as a constituent part of the cinema, special effects are a major technical but also aesthetic component of filmmaking and an important part of the experience for the audience. In this volume, new directions are charted for the exploration of this indispensable aspect of the cinematic experience. Each of the essays in this collection offers new insight into the theoretical and historical study of special effects. The contributors address the many aspects of special effects, from a variety of perspectives, considering them as a conceptual problem, recounting the history of specific special effects techniques, and analysing notable effects films.
Cinematography --- ART / Digital. --- Photography --- Chronophotography --- Special effects --- History. --- Animated pictures --- Motion pictures --- Special effects, film theory, film history, film-philosophy.
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Future Horizons analyse le rôle des humanités numériques dans la transformation des sciences humaines en contextes canadiens. Des liens entre des enjeux thématiques et des techniques individuelles, entre la recherche et l'art sont établis grâce à une méditation sur le passé et le futur.
ART / Digital. --- Archives. --- Canadian Digital Humanities. --- Canadian Literature. --- Digital Humanities. --- Digital Poetics. --- Digital Projects. --- Humanities Computing. --- Digital humanities --- Canadian literature
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"In Poetic Operations artist and theorist micha cárdenas considers contemporary digital media, artwork, and poetry in order to articulate trans of color strategies of safety and survival. Drawing on decolonial theory, women of color feminism, media theory, and queer of color critique, cárdenas develops a method she calls algorithmic analysis. Understanding algorithms as sets of instructions designed to perform specific tasks (like a recipe), she breaks them into their component parts, called operations. By focusing on these operations, cárdenas identifies how trans and gender nonconforming artists, especially artists of color, rewrite algorithms to counter violence and develop strategies for liberation. In her analyses of Giuseppe Campuzano's holographic art, Esdras Parra's and Kai Cheng Thom's poetry, Mattie Brice's digital games, Janelle Monáe's music videos, and her own artistic practice, cárdenas shows how algorithmic analysis provides new modes of understanding the complex processes of identity and oppression and the intersection of gender, sexuality, and race"--
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This volume is a response to the growing need for new methodological approaches to the rapidly changing landscape of new forms of performative practices. The authors address a host of contemporary phenomena situated at the crossroads between science and fiction which employ various media and merge live participation with mediated hybrid experiences at both affective and cognitive level. All essays collected here move across disciplinary divisions in order to provide an account of these new tendencies, thus providing food for thought for a wide readership ranging from performative studies to the social sciences, philosophy and cultural studies.
Performance; Media; Science; Culture; Art; Theatre; Theatre Studies; Media Art; Digital Media; Technology --- Art. --- Culture. --- Digital Media. --- Media Art. --- Media. --- Science. --- Technology. --- Theatre Studies. --- Theatre.
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When media translate the world to the world: twentieth-century utopian projects including Edward Steichen's “Family of Man,” Jacques Cousteau's underwater films, and Buckminster Fuller's geoscope.
ART / Digital. --- Mass media --- PSYCHOLOGY / Social Psychology. --- Social aspects. --- Technological innovations. --- Cinéma --- Social aspects --- Technological innovations --- DIGITAL HUMANITIES & NEW MEDIA/General --- Mass media - Social aspects --- Mass media - Technological innovations --- Sociologie de la culture
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"The first rigorous and systematic theory of Do-It-Yourself (DIY) electronic culture"--
Art and electronics. --- Maker movement. --- Arts --- Technology --- Experimental methods. --- Social aspects. --- ART / Digital --- TECHNOLOGY & ENGINEERING / Electronics / General --- SOCIAL SCIENCE / Media Studies --- Electronics and art --- Electronics --- Experimental methods in the arts --- Avant-garde (Aesthetics) --- Social movements
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In The Future Is Present, Philip Glahn and Cary Levine tell the fascinating history of the visionary art group Mobile Image founded by Kit Galloway and Sherrie Rabinowitz in 1977 which appropriated emerging technologies, from satellites to electronic message platforms. Based in Los Angeles, this under-studied collective worked amid urban crisis, a techno-boom, consolidating media power, and ascendant neoliberal politics. Mobile Image challenged fundamental conventions of the public sphere, democracy, communication, and political participation, as well as notions of power, representation, and identity.
Technology and the arts --- Art and society --- ART / History / Contemporary (1945-) --- TECHNOLOGY & ENGINEERING / Social Aspects --- ART / Digital --- History --- Mobile Image (Artists' collective) --- History. --- Politique et pouvoirs publics --- Image --- Los Angeles
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"Digital Storytelling shows you how to create immersive, interactive narratives across a bevy of platforms, devices, and media. From age-old, storytelling techniques to cutting-edge development processes, this book covers creating stories for all forms of entertainment like social media, transmedia, games, apps, and second screen experiences. The way a story is told, a message is delivered, or a narrative is navigated has changed dramatically over the last few years. Stories are told through video games, interactive books, and social media. Stories are told on all sorts of different platforms and through all sorts of different devices. They're immersive, letting the reader interact with the story, letting the reader shape the story themselves. This book features case studies that cover a multitude of platforms and different story types. It also shows you how to plan processes for developing interactive narratives for all forms of entertainment and messaging: advertising, education, and interactive cinema. Digital Storytelling features interviews with some of the industry's biggest names, showing you how they build and tell their stories New to this edition: - Coverage of new augmented reality programs and motion-based devices like Google Glass and Kinect. - Creating stories that use 'gamification.' - Stories told through mobile games. - Developing stories focused on a whole new generation of audiences. "--
Interactive multimedia. --- Storytelling --- Digital storytelling. --- 791 --- digitalisering --- nieuwe media --- filmtechnieken --- filmscenario's --- entertainment --- Story-telling --- Telling of stories --- Oral interpretation --- Children's stories --- Folklore --- Oral interpretation of fiction --- Hypermedia systems --- Interactive media --- Computer software --- Data processing. --- filmkunst --- Performance --- ART / Digital. --- Interactive multimedia --- Digital storytelling --- Data processing
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